Telkom Digital Gaming League

Rules

Masters Transfer Windows

  • Transfer Window 1 OUT: 2 Jan to 8 Jan
  • Transfer Window 1 IN: 9 Jan to 18 Jan
  • Transfer Window 2 OUT: 27 March to 2 April
  • Transfer Window 2 IN: 3 April to 9 April
  • Transfer Window 3 OUT: 12 June to 25 June
  • Transfer Window 3 IN: 19 June to 25 June

Masters booking Rules

  1. Matches must be played on the fixed date and time provided by the DGL.
  2. If an MGO has an issue with a date during the leg, that MGO owner must notify the DGL by email no less than seven (7) days prior to the booking date. The date will not be changed if the request is made with less than ten (10) days’ notice.

Masters Wild-Card System

  1. Each team in the Masters is allowed a single wild-card per leg. This wild-card can be used to postpone a match. The wild-card cannot be used if there is less than 24 hours before the original booking date.
    1. Wildcard postponements move the match to the next booking day.  For instance, if the original date is a Sunday, the match is moved to the following Monday.
    2. Booking days are Monday, Tuesday, Wednesday, Thursday and Sunday. 
    3. Booking times are always 8pm.
    4. In the event of a double-booking, the match postponement will be moved to the first booking day that is open.

 

    No division specific rules.

    The persons on this list have applied to become Official Digital Gaming League Casters. Only official DGL casters are allowed to cast/shoutcast/stream DGL matches, if you wish to become a caster please apply by sending us a ticket here

    • Level 4
      • These are casters who have proven that they can handle some of the highest tier matches and also that they have a strong following with the community. These casters can now cast the following matches:
        • Ladder matches
        • Second Division matches
        • First Division Matches
        • Premier Division
        • Special invites to DGL hosted cups/tournaments (EG: BOTC)
        • Special guest invites to Masters division matches
      • Level 4 Casters List:
    • Level 5
      • This is the highest tier a caster can achieve. This level is reserved for casters who have the ability to cast Masters division matches, who are extremely well spoken, have a strong following with the community, have great game knowledge and knowledge of the players within the matches. These casters can now cast the following matches:
        • Ladder matches
        • Second Division matches
        • First Division Matches
        • Premier Division
        • Masters Divison
        • DGL hosted cups/tournaments (EG: BOTC)
        • Masters Events (EG: Masters regionals)
      • Level 5 Casters List:

    Robert 'iNFy' Hart

    Roles and Responsibilities 

    - DGL Tournament Director: Robert Hart makes final decisions on all tournament matters within the Digital Gaming League.
    - DGL Masters General Manager: Robert is the General Manager for the DGL Masters series. He is the single point of contact for all players and MGO's. 

    Experience

    - Coming from a CS 1.6 and CS:S background, Battle of the Clans and BattleLan were some of Roberts first projects. Since then, Robert has gained over 9 years of online and offline eSport tournament hosting experience.

    - As tournament director for the Telkom Digital Gaming League, Robert has run the largest annual eSport tournament in South Africa for seven consecutive years, including:

    • 2010 Telkom Do Gaming Championship  
    • 2011 Telkom Do Gaming Championship  
    • 2012 Telkom Do Gaming Championship  
    • 2013 Telkom Do Gaming Championship  
    • 2014 Telkom Do Gaming Championship  
    • 2015 Telkom Digital Gaming Championship  
    • 2016 Telkom Digital Gaming Masters

    - In Roberts spare time, he volunteers to run casual gaming charity competitions for Gaming for Cancer and Cansa at events such as the Relay For Life and Shavathon.

    Brendon 'moonCowza' Dell

    Roles and Responsibilities 

    - DGL Junior Tournament Director: Brendon is second in command to Robert and is the first point of contact to any DGL related disputes
    - DGL Championships Tournament Director

    Experience

    - Brendon started off as a Counter-Strike player but now specialises in Dota 2. 
    - Brendon helped create the first Counter Strike Source pickup bot in South Africa
    - Brendon started his admin career in 2011 when he assisted in admining the 2011 DGL Counter Strike Championships.
    - Brendon started working at the Digital Gaming League in November 2011 and has helped run and manage the largest annual eSports tournamment in South Africa for the past five years, including:

    • 2012 Telkom Do Gaming Championship (Tournament Manager)
    • 2013 Telkom Do Gaming Championship (Tournament Manager)
    • 2014 Telkom Do Gaming Championship (Tournament Manager)
    • 2015 Telkom Digital Gaming Championship (Tournament Manager)
    • 2016 Telkom Digital Gaming Championship (Tournament Director)

    - In his spare time, he volunteers to run casual gaming charity competitions for Gaming for Cancer and Cansa at events such as the Relay For Life and Shavathon.

     

    • Transfer Window 1: Closes 19th February
    • Transfer Window 2: 22nd March – 15th April
    • Transfer Window 3: 22nd May – 27th May
    • Transfer Window 4: 20th June – 2nd July
    • Transfer Window 5: 12th September – 16th September
    • Transfer Window 6: 29th September – 1st October
    • Transfer Window 7: 10th October – 14th October

    Terms and Conditions

    Index:

    1. Eligibility
    2. Competition governance
    3. Independent Appeal Officer
    4. Independent Tribunal Officer
    5. Cheating, Disputes and violations
    6. Exclusion of liability
    7. Disqualification
    8. General Conduct
    9. Recordings, media, publicity and taxes
    10. General Terms and Conditions
    11. Governing law and jurisdiction
    12. Offenses and Penalties

    The DGL Terms and Conditions must be read in conjunction with the following documents:

    1. DGL Rules and Regulations
    2. Digital Gaming Website Terms and Conditions (lower left corner of the website)
    3. Game Title Rule-set
      1. Counter-Strike Global Offensive
      2. Dota 2
      3. League of Legends
      4. Call of Duty PC
      5. Call of Duty PS4
      6. Hearthstone
      7. Battlefield 4
      8. Rocket League
    4. DGL Masters Rules and Regulations
    5. DGL Masters Participant Document
    6. DGL Masters Standard Player Contract

     

    1. Eligibility
      1. Users that are younger than the FPB rating of their respective game title may only participate in the Digital Gaming League if the users’ legal guardian has signed the Telkom Gaming parental consent form. This document must be faxed/emailed through to the Digital Gaming League to be kept on file. Penalty: Class H
      2. Players who are currently suspended/banned from the Digital Gaming League website are not permitted to register for events on the Digital Gaming League website.
      3. All players who wish to compete in the Digital Gaming League must have a valid Digital Gaming League account. All required information on your profile must be filled in and completed. Players may compete in more than one discipline (i.e. multiple games) and/or for multiple clans, but this will not impact our decision should you request an extension to a match deadline. You may only represent one team/player per event (i.e you may play for “ABC” in “Counter-Strike” event 1, as well as for “XYZ” in “Counter-Strike” Event 2. You may not play for teams “ABC” and “XYZ” in the same event). Penalty: Class H
      4. Employees of the Digital Gaming League and their respective affiliates, subsidiaries, parents, representatives, advertising, promotion and publicity agencies and the immediate families of each are not eligible. Volunteers in the league are however permitted to compete in these tournaments.
      5. DIGITAL GAMING LEAGUE employees may enter into leagues for the sole purpose of testing and developing the rules and regulations. At no point will the employees be eligible to score points. DIGITAL GAMING LEAGUE may seed employees into divisions as an addition and not in place of a player or team. For instance, in a division which normally has 10 players, we may place an employee into that division, which would make it 11 players.  At the end of the leg the employee with neither be eligible for promotion or demotion.
      6. Volunteers who assist in the league are authorised to compete. Digital Gaming League takes various precautions to ensure that every decision is scrutinised, making it impossible for volunteers to gain an unfair advantage.
      7. Digital Gaming League may at times limit event registrations and participation to certain countries or regions. Special permission can be granted on a case by case basis at the sole discretion of the tournament director.
      8. Teams may only use players who are registered as part of their team line-up on the DIGITAL GAMING LEAGUE website. Penalty: Class I.
    2. Competition governance
      1. At no time will participation in the Digital Gaming League events exempt you from the obligations entered into and agreed to in any of the ruling documents.
      2. Digital Gaming League will provide a tournament director who is solely responsible for ultimate decision-making and adjudication in all circumstances.
        1. Tournament Director: Robert Hart
        2. Tournament Manager: Brendon Dell
    3. Independent Appeal Officer (IAO)
      1. Digital Gaming League will appoint an Independent Appeal Officer to whom appeals can be escalated to on special request. If the user loses the appeal, the user will be liable to pay a fee/fine determined by the Appeal Officer.
      2. The DGL will appoint a new Appeal Officer from time to time.
      3. In the event where the Appeal Officer is unable to take a case, the DGL will appoint a temporary Officer.
      4. The Independent Appeal Officer is a person with authority to judge, adjudicate on, or determine claims or disputes. The Independent Appeal Officer is a Tribunal for both the DGL and its users.
      5. Appeal process:
        1. A dispute is lodged and handled according to the DGL rules by a DGL Staff member.
        2. At the users request, the ticket is escalated to the Tournament Manager, who then reviews the dispute.
        3. At the users request, the ticket is escalated to the Tournament Director who then reviews the dispute.
        4. The user may now request that the matter be brought forward to the IAO.
        5. The DGL will notify the user of the fee’s involved and will need to sign the acceptance form and deposit the refundable IAO submission fee of R1000 into the specified bank account.
          1. If the user wins the appeal, the IAO Submission fee will be returned.
          2. If the user loses the appeal, the IAO Submission fee will not be returned.
        6. The IAO will review the dispute and submit his/her recommendation to the DGL.
      6. The IAO may request additional information from the DGL and the user. Each party has 7 days to respond.
      7. The IAO’s rulings will be made within the scope of the DGL Rules and Regulations.
      8. If the user loses the appeal, the user will be liable to pay a fee/fine determined by the Appeal Officer.
      9. The IAO is limited to non-DGL Masters Divisions and events. The DGL Masters will be attended to by the Independent Tribunal Officer.
    4. Independent Tribunal Officer
      1. Teams and players competing in the DGL Masters will not make use of the Independent Appeal Officer and will instead make use of the Independent Tribunal Officer.
    5. Cheating, Disputes and violations
      1. A dispute occurs when one team wishes to lodge a complaint about their opponents actions. Please make sure that you fully understand the rules regarding an incident before lodging a dispute.
      2. It is the responsibility of the player to understand and avoid all possible infringements. If you are unsure as to whether your strategy constitutes cheating, please consult an official before your match.
      3. All disputes must be lodged privately with the League Admin by submitting a ticket on the DGL helpdesk. Any team/player who makes a complaint/accusation on a public forum will be penalised.
      4. Digital Gaming League will acknowledge receipt of your dispute within 24 (working) hours and will act on it as quickly as possible to resolve the dispute.
      5. Violation of any part of these terms and conditions will, at the official’s discretion, result in an immediate disqualification and/or loss of winner status.
      6. The decision of the tournament director is final.
      7. Disputes must be raised in a calm and discrete manner and by submitting a ticket on the DGL helpdesk.
      8. Disputes must be raised within 24 hours of the infringement. Disputes which are late for whatever reason will be thrown out. All supporting evidence must be submitted with the original dispute. If a dispute is submitted without sufficient evidence, it will be thrown out.
      9. Tickets/disputes must be replied to by the user within 16 business hours. Tickets which are not replied to within the allocated time will be closed.
      10. Disputes may only be lodged by the team manager or captain. 

    5.10.Cheating is any unlawful measure that gives a player an unfair advantage over others. Penalty: Class B. Such measures include (but are not necessarily limited to):

    1. 3rd-party software (which may/may not be integrated into the game code) which bypasses the natural competitive mechanisms of the game. Penalty: Class B.
    2. Where the game provides such an interface, scripts/macros (known as “binds”) which would not otherwise be possible to execute or provide an unfair advantage. Penalty: Class B.
    3. Exploits (including game engine exploits, video driver setting exploits (Ambient occlusion/LOD), modification exploits and map exploits). Penalty: Class B.

    5.11.Players should use default player models, weapons skins, heads-up display (HUD), point-of-view (POV), and sounds. If a default/standard configuration is supplied, players must use this. Penalty: Class B.

    5.12.Use of restricted/unfair CVARs or DVARs. Penalty: Class B.

    1. Cheating can and will be monitored by the officials. They reserve the right to review game demos and make a collective decision on any or all of these infringements. DIGITAL GAMING LEAGUE has the right to consult with the designated community watchdog regarding any hacking disputes.
    1. Exclusion of liability
      1. By registering for this competition each participant assumes sole liability for any personal injury caused or claimed to have been caused to him or her as a result of or in connection with participating in this competition and/or any Prize.
      2. To the extent permitted by law, neither the Organiser nor the Promoter is responsible or liable for:
        1. inaccurate entry information,
        2. entries that are not received for any reason, including because they are lost, misdirected or stolen, or that are received, but are late, illegible, or incomplete
        3. any problems or technical failures of any kind, including malfunction of any communication network or lines, computer online systems or network, servers or providers, computer equipment, or software,
        4. the unavailability or inaccessibility of any service whether or not caused by traffic congestion on the Internet or any website,
        5. unauthorised human intervention in any part of the tournament,
        6. electronic or human error which may occur in the administration of the tournament,
        7. any loss, damage or injury suffered or incurred by any participant or any other person as a result of or in connection with participation in the tournament and/or any Prize, howsoever caused;
        8. any injury or damage to persons or property, including to the participant's or any other person's computer related to, or resulting from, participation or downloading any materials in connection with the tournament.
      3. These Official Rules do not affect, and are not intended to affect, any rights or remedies a consumer might have, which cannot be excluded under applicable consumer protection laws. To the fullest extent permitted by law, any liability of the Organiser and/or the Promoter or their respective servants or agents for breach of any such rights is limited to the payment of the cost of having the Prize supplied again.
    2. Disqualification
      1. You may be disqualified from the League for any of the following reasons:
      2. Failing to complete 2 or more weeks’ worth of matches in a row in a single leg of an event.
      3. Any repeat offenses after a final warning has been issued
      4. All players that have been disqualified will be banned from competing in any Digital Gaming League events (including the Digital Gaming League LAN Championships) for a minimum of 4 weeks. You/Your team will lose its seeded position and will have to re-enter at the lowest point/division/ladder when the ban expires.
    3. General Conduct
      1. Players are expected to conduct themselves professionally at all time, giving due respect to all other participants/administrators/spectators/sponsors. Any action which might bring your team, the league, event organisers, Telkom Gaming or the league sponsor(s) into disrepute will result in a Class E-2 penalty.
      2. Abusive or disorderly behaviour, including any use of harassing, negative, or profane language, will not be tolerated and constitute grounds for a class E-2 penalty.
      3. Offensive/Trash talk is not permitted during matches or on the Digital Gaming League website. During matches, it is recommended that only team leaders communicate with their opponents (other than match etiquette such as "gg" and "glhf"). Accusations of misbehaviour must only be submitted directly to Digital Gaming League's Admin. Disputes must not be made public. Penalty: Class E-2.
      4. Nudity, hate speech, self-harm, dangerous organisations, bullying and harassment, sexual violence and exploitation, criminal activity, violence and graphic content are not allowed on the DGL website or related platforms, such as leagues. Class E-2 Penalty. 
    4. Recordings, media, publicity and taxes
      1. In registering for this tournament, each participant authorises the Organiser and the Promoter to use, publish and display his or her name and likeness and any footage, recordings and/or photographs of him or her recorded or taken during this tournament, or any reproduction or modification thereof, in any manner and medium throughout the world for advertising, trade, promotion, exhibition and any other lawful purpose.
    5. General Terms and Conditions

    10.1.Your entry into the Digital Gaming League constitutes your binding acceptance of these terms and conditions on behalf of yourself and any person with whom you may simultaneously participate with or on your behalf and one or more additional persons (“your partner”).

    10.2.Telkom reserves the right to amend these Digital Gaming League’ Terms and Conditions at any time and will publish same on our website (www.telkom.co.zawww.digitalgamingleague.co.za & www.telkomgaming.co.za) or make it available to Digital Gaming League subscribers on request.

    10.3.These terms and conditions will be construed, interpreted and enforced in accordance with the applicable laws of the Republic of South Africa.

    10.4.Telkom and its affiliates will not be responsible, and disclaim all liability, for any loss, liability, injury, expense or damage (whether direct, indirect, incidental, punitive or consequential) of any nature, whether arising from negligence or any other cause, which is suffered by your participation in the Digital Gaming League or the acceptance and/or use by you, or your partner (if applicable), by any action taken by us or any of our affiliates in accordance with the terms and conditions.

    10.5.For purposes hereof, "affiliate" means our partners, promoters, copromoters and sponsors of this Digital Gaming League, our subsidiaries, our and their subsidiaries and respective holding companies, the subsidiaries of their holding companies, and our and their directors, officers, employees, agents and representatives.

    10.6.With the consent of the winners, Telkom or its authorised agents may take, capture, record and/or use their names, voices, photographic images or video images for the purpose of marketing and publicity campaigns.

    10.7.Telkom and our third party suppliers, as the case may be, reserve the right to vary, postpone, suspend, or cancel the Digital Gaming League and any prizes, or any aspect thereof, without notice at any time, for any reason which we deem reasonable in the circumstances. In the event of such variation, postponement, suspension or cancellation, you agree to waive any rights, interests and expectations that you may have in terms of this Digital Gaming League and acknowledge that you will have no recourse against Telkom, its affiliates and third party suppliers.

    10.8.Telkom does not make any representations or give any warranties, whether expressly or implicitly, as to provide a prize, and in particular, but without limitation, makes no representations and gives no warranty that your entry or participation in the Digital Gaming League will necessarily result in you winning a prize;

    10.9.Telkom will not be responsible for any costs or expenses which you, or your partner (if applicable), incur during and for purposes of your entry into the Digital Gaming League.

    1. Without limitation, Telkom or its affiliates are not responsible for any problems or technical malfunction of any computer on-line systems, servers, or providers, computer hardware or software failure or malfunction, traffic congestion (whether physical, or on the Internet, telephone lines or at any service provider, web site or other device or medium), or any combination thereof, or any other technical or other problems resulting from your or your partner’s (if applicable) participation in the Digital Gaming League.
    2. The Digital Gaming League and Telkom Gaming Terms and conditions apply.
    3. Right of admission reserved.
    4. The admins decision is final.
    5. Digital Gaming League reserves the right to modify any and all rule sets without notifying the contestants.
    1. Governing law and jurisdiction

    11.1.These Conditions are governed by the laws of the Republic of South Africa and the parties submit to the non-exclusive jurisdiction of its courts for the resolution of any dispute, difference, controversy or claim arising in connection with these Official Rules, this tournament and/or the Prizes.

    1. Offenses and Penalties

    12.1.Class A:

    1. Penalty: Permanent Suspension from ALL Telkom Gaming Domains, Platforms and Events.
    2. Reasons:
      1. Harassing Telkom Gaming Staff, including but not limited to:
        1. Threats directed at Telkom Gaming staff.
        2. Physically or verbally assaulting Telkom Gaming Staff.
        3. Any form criminal act directed at Telkom Gaming Staff. 
      2. Repeated Class B Offense.

    12.2.Class B:

    1. Penalty:
      1. 3 Year Suspension from the game series (i.e. all Call of Duty games) in which the user was caught cheating. All matches in the most recent leg or ladder will be awarded to the opponents.
      2. The penalty kicks in from the date the ban was implemented by the relevant authority. If a ban was implemented more than three years ago, then no penalty is enforced.
      3. If the admins believe a ban was purposefully hidden until it had expired, the admins may enforce an additional 1 year suspension.
    2. Reason: Cheating – First Offense.

    12.3.Class C:

    1. Penalty: 1-2 Year Suspension from DGL Platform and Events:
    2. Reasons:
      1. Match Fixing.
      2. Identity theft.
      3. Physical Assault.
      4. Breaking a Telkom Gaming non-disclosure agreement. 

    12.4.Class D:

    1. Penalty: 6 months to 1 Year from DGL Platform and Events:
    2. Reasons:
      1. Major Code of Conduct breach.

    12.5.Class E-1:

    1. Penalty:
      1. First offense: Warning
      2. Second Offense: 1 month ban
      3. Repeat offenses there after doubles the ban for each offense. 
        1. Warning -> 1 Month -> 2 Months -> 4 Months -> 8 Months and so on.
    2. Reason: Breaking Broadcasting Code of Conduct

    12.6.Class E-2:

    1. Penalty:
      1. First Offense: Warning
      2. Second Offense: 1 Month Ban from competing in the DGL.
      3. Repeat offenses there after doubles the ban for each offense.  Offenses can stack. For instance, bringing the league into disrepute and swearing would count as two separate offenses.
        1. Warning -> 1 Month -> 2 Months -> 4 Months -> 8 Months and so on.
    2. Reason: Breaking the DGL Code of Conduct

    12.7.Class F:

    1. Penalty:
      1. First Offense: Warning with information corrected by DGL.
      2. Second Offense: Match Forfeit for each match effected.
      3. Third offense: Match forfeit and the manager of the team must be replaced by another member of the same team or clan.
    2. Reason: Submitting incorrect, incomplete or false information on the DGL website.

    12.8.Class G:

    1. Penalty:
      1. First Offense: Forfeiture of the match in question and a final warning.
      2. Repeat offense: Forfeiture of the match in question and a two match suspension.
    2. Reason: Failing to record match media.

    12.9.Class H:

    1. Penalty:
      1. First offense: First and Final warning for the team and player.
      2. Repeat offense: Match forfeit & 3 match suspension for the offending player.
    2. Reason: Miscellaneous

    Digital Gaming League General Rules

    1. Introduction
    2. Eligibility
    3. League Platform
      1. Team Line-ups
      2. Transfer Window
      3. Roster Submission
      4. Media Submission
      5. Result Submission
      6. Location Restrictions
      7. Promotion and Relegation
      8. Match Communications
      9. Match Extensions

    3.10.Team ownership and placement

    3.11.Retiring from an event

    1. Code of Conduct
      1. Cheating
      2. Banned Hardware
      3. Identity Theft
      4. Game Accounts
    2. Broadcasting
      1. Broadcasting code of conduct
    3. Ping Imbalance
    4. Match problems
    5. Divisions
    6. Server Providers
    7. Offenses and Penalties
    8. Masters Regulations
    9. Global Terms

     

     

    1. Introduction

    1.1. The Digital Gaming League (DGL) is an event aimed at providing gamers with a stable and reliable yearlong ranking platform. The DGL offers teams and players the ability to climb the ranks as they improve, taking on the best opponents in the country.

    1.2. The DGL consists of four (4) legs, with each leg lasting roughly four weeks.

    1.3. The terms and conditions herein, set out the rules and regulations which shall govern the DGL for 2016. By entering this competition, all applicants and players accept and agree to abide by these terms and conditions.  

    1.4. Telkom Gaming’s terms of use apply at all times. Additionally, the DGL terms and conditions also apply at all times. Ensure you have read the DGL terms and conditions as it holds important information.

    2. Eligibility

    2.1. Players who are currently suspended/banned from the DGL website are not permitted to register for events on the DGL website.

    2.2. All players who wish to compete in the DGL must have a valid DGL account. All required information on your profile must be filled in and completed. Failure to comply will result in a Class F Penalty.

    2.3. Players may compete in more than one discipline (i.e. multiple games) and/or for multiple clans, but this will not impact our decision should you request an extension for a match deadline.

    2.4. You may only represent one team (as a player/reserve/captain)/player per event (i.e. you may play for “ABC” in “Counter-Strike” event 1, as well as for “XYZ” in “Counter-Strike” Event 2. You may not play for teams “ABC” and “XYZ” in the same event).

    2.5. Teams must make sure that any player that is recruited to their team must first be released by the player's previous team before playing any matches for the new team. A Team who uses a player (player/reserve/captain) that has not yet left his/her previous team in an official match will be given a Class G penalty.

    2.6. You may only represent one team/player, per event, per match week (i.e. if you play for "ABC" and then transfer to "XYZ" you may not play for "XYZ" till the next match week (Match weeks run from Monday to Sunday). Failure to comply will result in a Class F Penalty.

    2.7. Teams may only field players that are part of the teams official line-up (Official players are players that are registered to your team on the DGL website). Using an illegal player in an official DGL match will result in your team facing one of the following penalties:

    2.7.1. Teams who field a player that is not part of their line-up but is part of another teams line-up will face a Class G Penalty.

    2.7.2. Teams who field a player that is not part of their line-up and not part of any other teams line-up will face a Class F Penalty.

    3. League Platform

    3.1. Team Line-ups

    3.1.1. Teams may only use players who are registered as part of their team line-up on the DGL website.

    3.1.2. In situations where there is no roster locks or teams are in a transfer window, teams may only field players that were part of their line-up before the start of the match. Teams may not register a substitute/reserve during a match.

    3.2. Transfer Window

    3.2.1. Team captains are not permitted to change their team line-up during the competition. Exceptions to this rule apply during the "transfer window", where roster locks will be lifted so that teams may modify their line-up. The DGL may block a player transfer if it deems such action necessary.

    3.2.2. Teams within the Second Division as well as the Ladder are not bound by roster Locks or transfer windows. These teams must still abide by the roster submission rules (section 3.3) and may not field a player who does not form part of their official team line-up the DGL website at the time of the match.

    3.2.2.1. Refer to section 2.7 for information on the penalties on fielding a player that is not part of your official line-up.

    3.2.3. Transfer Windows:

    3.2.3.1. To be announced.  

    3.3. Roster Submission:

    3.3.1. Managers must submit the line-up used in a match using the roster submission module on the DGL web page specific to the match concerned.

    3.3.1.1. The line-up must be submitted in full and with 100 per cent accuracy before the end of the match week.

    3.3.1.1.1. If a match is played on the day of the deadline, users are given 24 hours from the start of the match to submit all required information.

    3.3.2. Every single player who took part in the match must be logged on the roster submission module, including substitutes. If a player did not play, that player must not be included in the roster submission.

    3.3.3. The captain, coach and manager (where applicable, please contact an admin to find out if a coach is allowed to be used before playing your matches) must be declared for each match. Each match may only have one captain at any given time. If a captain is subbed out, the new captain should be logged as a captain as well.

    3.3.4. Teams must submit the correct roster and must not in any way attempt to abuse the system by submitting incorrect information.

    3.3.5. Breaking any roster submission rules will result in a Class F penalty [3.2.2.1], unless otherwise stated.

    3.4. Media Submission & Media Requests

                3.4.1 Media Submission

    3.4.1.1. Teams must ensure that screenshots are available for every round (BF4)/map(CS/COD)/game(LoL/Dota2) played, showing all players. If a substitute is brought in to replace a leaving player, new screenshots must be taken to show the change.

    3.4.1.2. Both teams/players must record (if supported by the game) every league match. Screenshots of both team’s line-ups and the scores must be taken. Each player who played in the match must individually upload their replay and screenshot files to the match page.

    3.4.1.3. Game specific screenshot and recording requirements can be found in each respective game titles rule set.

    3.4.1.4. Players who fail to record the required media mentioned in their respective game titles rule set will receive a Class G penalty.

    3.4.1.5. Breaking any media submission rules will result in a Class F penalty, unless otherwise stated.

    3.4.1.6. All uploaded match media must be in a high enough quality to be seen and understood clearly.

    3.4.2 Media Requests

    3.4.2.1. Teams may request their direct opponents ingame recording or demo after the match if the game supports this ingame function. The opponent must hand over the recording(s) within 48 hours of the match. If the recording is not provided, the team will be issued with a first and final warning.

    3.4.2.2. Teams who request recordings must themselves first provide their direct opponents with their own recordings. 

    3.4.2.3. Teams who request recordings have 48 hours to provide their recordings. Failure to first provide your teams recordings within the 48 hours of the initial request will result in a final warning for your team as well as making any requests for recordings null and void.

    3.4.2.4. Teams must request the recording on the same day the match had been played.

    3.4.2.5. Please note that an ingame recording is not a video or video capture. This rule does not apply to Battlefield 4. 

    3.5. Result & Statistic Submission:

    3.5.1. In the DGL, match weeks run from Monday 9am to Sunday (23:55). All matches for the specified week must be played and results submitted by no later than 23:55 Sunday.

    3.5.2. If a match is played on the day of the deadline, users are given 24 hours from the start of the match to submit all required information.

    3.5.3. Team managers must submit the correct results and statistics for each match before the match deadline is reached. Managers must submit a screenshot for each half/round showing the scores as well as evidence of the statistics and players used.

    3.5.4. In the event that both teams/players submit different scores for the same match, the screenshots will be reviewed. If no usable evidence is attached, both teams will receive a Class G penalty.

    3.5.5. Breaking any result and statistic submission rules will result in a Class F penalty, unless otherwise stated.

    3.6. Location Restrictions

    3.6.1. League

    3.6.1.1. While the DGL primarily caters for Southern Africans, we do allow a limited number of international players per team. This is done to try and transfer international experience and techniques into the local teams knowledgebase. Only a limited number of international players may be fielded at any given time (see below).

    3.6.1.2. Please note that players from outside of Southern Africa are not eligible for prizes which are won online. Players from outside of Southern Africa are welcome to participate at the Digital Gaming League Championships (Offline), provided they qualify.

    3.6.1.3. Southern Africa includes the following countries:

    3.6.1.3.1. South Africa

    3.6.1.3.2. Botswana

    3.6.1.3.3. Mozambique

    3.6.1.3.4. Zimbabwe

    3.6.1.3.5. Namibia

    3.6.1.4. The following titles support limited players from outside of Southern Africa:

    3.6.1.4.1. DOTA 2: Unlimited

    3.6.1.4.2. League of Legends: 1 Player

    3.6.2. Ladder

    3.6.2.1. Teams/Players outside of Southern Africa are allowed to take part in Ladder tournaments under the following conditions:

    3.6.2.1.1. Teams must state which country they are from in the team description.

    3.6.2.1.2. Players must have their country selected on their profiles.

    3.6.2.2. By accepting a challenge from a player/team outside of Southern Africa you are acknowledging that you are aware that there will be a greater latency between yourselves and that you forfeit the right to dispute any latency related issues that happen within a match.

    3.6.2.3. Teams from outside of Southern Africa are not eligible for promotion into league divisions and will remain in the Ladder only.

    3.6.1.3. Southern Africa includes the following countries:

    3.6.1.3.1. South Africa

    3.6.1.3.2. Botswana

    3.6.1.3.3. Mozambique

    3.6.1.3.4. Zimbabwe

        3.6.1.3.5. Namibia

    3.7. Promotion and Relegation

    3.7.1. Teams/players will initially be seeded according to their results from the previous leg.

    3.7.2. Teams or players may elect to reject their promotion to a better ranked division if they feel they are not yet ready to take the step up. DGL reserves the right to enforce a promotion if the DGL feel the team in question is to highly skilled for the division they are in.

    3.8. Match Communications

    3.8.1. Teams/players must use the match page schedule module to book matches as all suggested times are logged. Your opponents will receive an email every time you propose a time on your match page. In the event of a match not taking place, the match page will be used by the league administrators to judge if teams & players have put enough effort into organising the match in question according to the DGL Match Booking and Penalty Points system. Please check your match page often as some users have reported that they do not receive emails from the DGL site.

    3.8.2. Teams/players must make all efforts to contact their opponents via the Match Forum. If teams/players are unable to agree to a match time, the match defaults to Sunday 8.00pm (provided Sunday has not been deemed unavailable by Tuesday 8pm). With games such as Hearthstone and Dota 2 where groups have more than one match per week the following times will be used: First default time - Sunday 8.00pm / Second default time - Sunday 5.00pm.

    3.8.3. Proposed times that are accepted at last minute (24 hours) are not binding and can be rescheduled, provided it is not the final day of the week. If it is the final day of the week and proposed times have not been accepted, if teams cannot come to a mutual agreement, then default times will be used.

    3.8.4. Logs will be used to determine if a team is at fault for failing to arrange their match properly.

    3.8.5. Rescheduling accepted match times can only be done by an admin, teams/players must contact the DGL through the Helpdesk for help in reseting accepted match times. (In most cases both teams/players must state on the match page that they wish to have help rescheduling a match).

    3.9. Match Extensions

    3.9.1. Under no circumstances will extension requests be granted to teams who booked to play their match later than Thursday or have not followed the booking guidelines correctly, resulting in the game not being played. Extensions must be requested before Thursday in the matches week.

    3.9.2. Under no circumstances will extensions requests be granted in the final week of a Leg. All League matches must be complete and up to date by the last day of a Leg.

    3.9.3. Each competitor is given two extension-card per leg of the competition. When an extension-card is used, the match is moved to Sunday 8pm in the following match week. If the new date is already booked by another match, the DGL admin reserves the right to select a new date. DGL admins will always strive to ensure the match is played on a Sunday at 8pm, however admins may in certain situations select a different day.

    3.9.4. Teams who do not have reserves will not be granted (their own) extension requests. Reserves are there for a reason.

    3.9.5. If an extension is requested due to a team's unwillingness to use their own reserves, the request will not be granted.

    3.10. Team ownership and Placement

    3.10.1. Due to no longer using the “Core Players” rule from 2015 as well as the way the website now handles teams and team ownership, the following rules have been introduced to handle the change-over.

    3.10.1.1. If a clan has two teams competing in the same game title, both teams must be given unique names. Using team names such as “CSGO” and “Dota 2” will not be allowed when more than one team exists for the same title. 

    3.10.2. Team Ownership:

    3.10.2.1 The owner of the team is the person who holds the role "manager" in that team on the DGL website.

    3.11. Retiring from an event

    3.11.1. Teams who retire will lose their seeding and any subsequent re-entry will mean you start from the lowest tier.

    3.11.2. Players/Teams who fail to play two weeks of matches in a row will be considered retired and will be disqualified from the event at the admins discretion.

    4. Code Of Conduct

    4.1. Cheating

    4.1.1. Players who are banned by the Default Service Provider, the Developer (also known as a "Game Ban") and/or a third-party monitoring tool (such as PunkBuster/VAC) are not permitted to play in the Digital Gaming League unless the ban is more than three years old or for a game which the DGL has not held leagues for. You may appeal this ban by contacting the league admin. Teams who field banned players in their team line-up will face penalties or drop down two divisions.

    4.1.2. If a player is suspended for cheating during a tournament or league, the following procedure is followed:

    4.1.2.1. Matches where the player recently competed are identified.

    4.1.2.2. The identified matches are overturned in the opponents favour.

    4.1.2.3. The cheating player receives a Class B penalty.

    4.1.3. The DGL does NOT operate an anti-cheat service. If you suspect a player is cheating, please forward your evidence to the relevant authority (Evenbalance/Steam). These companies have years of experience and vastly more advanced techniques for cheat detection that we do.

    4.1.4. Penalty: Class B

    4.2. Banned Hardware

    4.2.1. No mouse with built in anti-recoil functions will be allowed at the Digital Gaming League Championships (FPS titles). Please ensure your mouse does not have this function.

    4.2.2. Penalty: Class B

    4.3. Identity Theft

    4.3.1. In official matches all players must use the game account which is registered on their profiles. “Smurfing” is when a user uses a game account that is not registered on his profile at the time of the match and is strictly prohibited. Players & their team will receive a single warning and a repeat offense will result in the forfeiture of the match. Failure to use your team/clan tag will result in a single warning for the TEAM before forfeiture applies.

    4.3.2. Players may not impersonate any other person. Any person found to be using another person’s identity (virtual or real) in order to compete will receive a 3-month ban from the DGL website and services. The team this person played for will be relegated to the ladder division after being disqualified and all their matches forfeited.  Please note that this rule's intention is to prevent users from taking another players identity in order to compete illegally in the original players place. We do not intent to penalise players who coincidently have the same nickname as another user. 

    4.4. Game Accounts

    4.4.1. Players must play using the same Game account (for example: Steam account, Battle.net account, Origin account, LoL Summoner name, XBOX Gamer tag or PSN ID) registered in their DIGITAL GAMING LEAGUE profiles. This is both to protect you from smurfing accusations and to help teams catch those who attempt to play in the name of other registered players. Failure to comply: Class F penalty. 

    4.4.2. Steam ID's must be entered in the player profile before the match is played. Please see the section "Steam ID's" for further clarification as to what is needed.

    4.4.2.1. All players must have their actual Steam 64 ID listed on their DIGITAL GAMING LEAGUE profile before any match is played. We explicitly want the Steam 64 ID shown on your profile. Any other versions of the Steam ID will not be accepted (Please see 4.4.2.7).

    4.4.2.2. All players must ensure that same Steam 64 ID (account) is used when playing their match.

    4.4.2.3. Teams are encouraged to check their opponents Steam ID's by typing "status" in console during the match. If a player plays using an incorrect Steam 64 ID, they can be penalised under our Smurf rules. A player who has no Steam 64 ID on his/her profile will be given a final warning. Failure to correct the issue by the users next match will result in a 2 match ban and a forfeiture of the match. 

    4.4.2.4. You can get your Steam 64 ID here http://steamid.co/ or by following the steps here.

    4.4.2.6. Players found to be using any other version of the Steam ID rather than their Steam 64 ID will be given one (1) final warning. If a player that has a final warning still has not updated his/her profile to show the correct Steam 64 ID the player will be given a two (2) match ban [Once the two(2) match ban has ended if the player has still not updated his/her profile the match ban will continue until the profile is updated], as well as the players team forfeiting that match.

    4.4.2.7. Examples of Steam ID’s:

    4.4.2.7.1. Incorrect type of Steam ID: STEAM_0:0:11716758

    4.4.2.7.2. Incorrect type of Steam ID: http://steamcommunity.com/id/infyzaz

    4.4.2.7.3. Correct type of Steam ID: 76561197983699244 (Note that the Digital Gaming Site will enter in a full URL when you enter in your Steam 64 ID to look like this - https://steamcommunity.com/profiles/76561197983699244)

    5. Broadcasting

    5.1. DGL will provide a list of preferred in-house broadcasters. Broadcasters on this list will always be given priority over other broadcasters.

    5.2. All broadcasters must abide by our Broadcasting Code of Conduct.

    5.3. Broadcasting Code of Conduct:

    5.3.1. All broadcasters, including preferred broadcasters, must register to broadcast a match. Broadcasting a match without first registering will result in a Class E-1 penalty.

    5.3.2. Broadcasters may not at any time prevent or hinder a preferred broadcaster from casting the match.  Class E-1 penalty.

    5.3.3. Streamers must post the correct URL to view the stream prior to the match. Failure to post the URL of a streamed match will result in a Class E-1 penalty.

    5.3.4. Broadcasters must post a post-match statement detailing what happened in the match, as well as their chosen Most Valuable Player.

    5.3.5. Broadcasters may not:

    5.3.5.1. Place the league into disrepute

    5.3.5.3. Be biased in any way.

    5.3.5.4. Be unprofessional.

    5.4. Preferred broadcasters will always be given priority over other broadcasters.

    5.5. Broadcaster Affiliation

    5.5.1. Broadcasters and commentators may not broadcast matches, where a team is competing that has an affiliation with the broadcaster or commentator.

    5.5.2. Broadcasters and commentators may not broadcast matches, where there is a clear conflict of interest that could potentially damage the DGL’s integrity or reputation.

    5.5.3. Players who wish to broadcast their own gameplay:

    5.5.3.1 Players may broadcast their match from their own perspective only.

    5.5.3.2. At no point is a player allowed to broadcast a match from a spectator perspective.

    5.5.3.3. To clarify, a player may never broadcast any video or information that is not already available to his own team mates.

    5.5.3.4. For example, a player may not broadcast any information that is from a view-all perspective or that could be used by his own team or himself to gain an advantage over his opponents.

    5.6. All broadcasters must be approved and agree to the DGL Broadcasting terms and conditions before they will be allowed to broadcast a match.

    6. Ping Imbalance

    6.1. Players are expected to have an average maximum response time of 120ms. If you’re in-game ping is consistently above this value, you must find a substitute for yourself and leave the server. 

    6.1.1 Games that are excluded from this rule include: League of Legends, Dota 2 and Rocket league.

    6.2. If you notice that your opponent has an unacceptably high ping, you may politely request that they fix it. They then have 1 round (COD/CSGO), 5 minutes (BF4/DOTA2/LoL), 3 minutes (StarCraft 2) or 2 minutes (Quake live) to correct the problem or they must disconnect from the game. You must take screenshots of your request and the game scoreboard/latency screen in order to lodge a dispute.

    6.3. The only evidence DGL will accept to prove that your opponent has an unacceptable ping is YouTube/twitch video evidence showing that the ping is not just spiking, but is consistently over the limit. It should show at least 5 minutes worth of video with the ping measurement shown in the video at least once every 30 seconds.

    6.4. Players who continue to experience high pings or connection issues on more than one occasion will be asked to find a solution to the problem before their next match. If the player does not correct the issue, he/she will be removed from the event. This rule has been introduced to improve the competitive environment.

    7. Match Problems

    7.1. Once your match has been booked, you are expected to be ready to play at the agreed time. Play must start within 15 minutes of the scheduled match time. The offending team/player will forfeit the match. We suggest that you and your team test your connection/game 10 minutes prior to the match to avoid delays. If a match is played after a team is more than 15 minutes late you are effectively forgiving the team for being late and forfeiting any chance to dispute the match for starting late. (amended for clarity 15-08-2016) 

    7.2. Between games (maps), competitors have a maximum of 10 minutes to begin the next game (map). If a competitor prevents a game from beginning once the 10 minute ready-up period has expired, that competitor will forfeit the remaining games that have not been played.

    7.3. Provided that you are still able to submit your match results by the deadline, teams/players may agree to postpone/reschedule a match. This should be posted on the match page so that admins are aware of the change and do not force you to forfeit.

    8. Divisions

    8.1. The league director may create an additional division if deemed necessary.

    8.2. The league director may alter the size and number of divisions if deemed necessary.

    9. Server Providers

    9.1. The default service provider is Telkom Digital Gaming League. Third party servers may be used if the official servers lag or malfunction. Third party servers must not have any plugins or extensions which are not used by the default service providers.

    10. Offenses and Penalties

    10.1. Class A:

    10.1.1. Penalty: Permanent Suspension from ALL Telkom Gaming Domains, Platforms and Events.

    10.1.2. Reasons:

    10.1.2.1. Harassing Telkom Gaming Staff, including but not limited to:

    10.1.2.1.1. Threats directed at Telkom Gaming staff.

    10.1.2.1.2. Physically or verbally assaulting Telkom Gaming Staff.

    10.1.2.1.3. Any form criminal act directed at Telkom Gaming Staff. 

    10.1.2.2. Repeated Class B Offense.

    10.2. Class B:

    10.2.1. Penalty:

    10.2.1.1. 3 Year Suspension from the game series (i.e. all Call of Duty games) in which the user was caught cheating. All matches in the most recent leg or ladder will be awarded to the opponents.

    10.2.1.2. The penalty kicks in from the date the ban was implemented by the relevant authority. If a ban was implemented more than three years ago, then no penalty is enforced.

    10.2.1.3. If the admins believe a ban was purposefully hidden until it had expired, the admins may enforce an additional 1 year suspension.

    10.2.2. Reason: Cheating – First Offense.

    10.3. Class C:

    10.3.1. Penalty: 1-2 Year Suspension from DGL Platform and Events:

    10.3.2. Reasons:

    10.3.2.1. Match Fixing.

    10.3.2.2. Identity theft.

    10.3.2.3. Physical Assault.

    10.3.2.4. Breaking a Telkom Gaming non-disclosure agreement. 

    10.4. Class D:

    10.4.1. Penalty: 6 months to 1 Year from DGL Platform and Events:

    10.4.2. Reasons:

    10.4.2.1. Major Code of Conduct breach.

    10.5. Class E-1:

    10.5.1. Penalty:

    10.5.1.1. First offense: Warning

    10.5.1.2. Second Offense: 1 month ban

    10.5.1.3. Repeat offenses there after doubles the ban for each offense. 

    10.5.1.3.1. Warning -> 1 Month -> 2 Months -> 4 Months -> 8 Months and so on.

    10.5.2. Reason: Breaking Broadcasting Code of Conduct

    10.6. Class E-2:

    10.6.1. Penalty:

    10.6.1.1. First Offense: Warning

    10.6.1.2. Second Offense: 1 Month Ban from competing in the DGL.

    10.6.1.3. Repeat offenses there after doubles the ban for each offense.  Offenses can stack. For instance, bringing the league into disrepute and swearing would count as two separate offenses.

    10.6.1.3.1. Warning -> 1 Month -> 2 Months -> 4 Months -> 8 Months and so on.

    10.6.2. Reason: Breaking the DGL Code of Conduct

    10.7. Class F:

    10.7.1. Penalty:

    10.7.1.1. First Offense: Warning with information corrected by DGL.

    10.7.1.2. Second Offense: Match Forfeit for each match effected.

    10.7.1.3. Third offense: Match forfeit and the manager of the team must be replaced by another member of the same team or clan.

    10.7.2. Reason: Submitting incorrect, incomplete or false information on the DGL website.

    10.8. Class G:

    10.8.1. Penalty:

    10.8.1.1. First Offense: Forfeiture of the match in question and a final warning.

    10.8.1.2. Repeat offense: Forfeiture of the match in question and a two match suspension.

    10.8.2. Reason: Failing to record match media.

    10.9. Class H:

    10.9.1. Penalty:

    10.9.1.1. First offense: First and Final warning for the team and player.

    10.9.1.2. Repeat offense: Match forfeit & 3 match suspension for the offending player.

    10.9.2. Reason: Miscellaneous

    10.10. Class I: Penalty:

    10.10.1. Penalty:

    10.10.1.1. Match forfeit for the team

    10.10.2. Reason: Miscellaneous

    11. Masters Regulations

    11.1. The following documents remain in force for teams and players who are taking part in the Telkom Masters and have signed the necessary documents.

    11.1.1. Rules and Regulations

    11.1.2. Participant Document

    11.1.3. Standard Player Contract

    12. Global Terms

    12.1. The Digital Gaming League Terms and conditions apply

    12.2. Right of admission reserved at all times

    12.3. The tournament directors decision is final

    12.4. Digital Gaming League reserves the right to modify any and all rule sets without notifying the contestants

    2017 DGL Calendar of Events

    All dates contained within the DGL calendar are subject to change without notice. The DGL reserves the right to cancel or change the details, dates and formats of all events. 

    Online Qualifier Cups

    [CSGO and Dota 2 only]

    Emerald Series

    • Genesis: 16 Jan to 22 Jan
    • Do or Die: 23 Jan to 29 Jan
    • Showdown: 30 Jan to 5 Feb

    Sapphire Series

    • Genesis: 20 Feb to 26 Feb
    • Do or Die: 27 Feb to 5 March
    • Showdown: 9 march to 15 March

    Amber Series

    • Genesis: 24 April to 30 April
    • Do or Die: 1 May to 8 May
    • Showdown: 9 May to 15 May

    Ruby Series

    • Genesis: 22 May to 28 May
    • Do or Die: 29 May to 4 June
    • Showdown: 5 June to 11 June

    Online Community Shield Events

    [CSGO and Dota 2 only]

    • Community Shield 1: 3 April to 16 April
    • Community Shield 2: 19 June to 9 July (a week break mid-way for the CSGO Masters Cup)

    Online Qualifier Cups

    [Overwatch, Unreal Tournament, Battlefield 4, Hearthstone, Rocket League, Call of Duty (All), League of Legends, FIFA17]

    Emerald Series

    • Genesis: 26 Jan to 2 Feb
    • Do or Die: 3 Feb to 8 Feb
    • Showdown: 3 Feb to 15 Feb

    Sapphire Series

    • Genesis: 20 Feb to 26 Feb
    • Do or Die: 27 Feb to 5 March
    • Showdown: 6 march to 12 March

    Amber Series

    • Genesis: 24 April to 30 April
    • Do or Die: 1 May to 8 May
    • Showdown: 9 May to 15 May

    Ruby Series

    • Genesis: 22 May to 28 May
    • Do or Die: 29 May to 4 June
    • Showdown: 5 June to 11 June

    Online Community Shield Events

    [Overwatch, Unreal Tournament, Battlefield 4, Hearthstone, Rocket League, Call of Duty (All), League of Legends, FIFA17]

    • Community Shield 1: 20 March to 2 April
    • Community Shield 2: 19 June to 30 June

    Masters Events

    • Online Leg 1: 23 Jan to 26 March
    • Online Leg 2: 10 April to 11 June
    • LAN CSGO Masters Cup: 29 June to 2 July  (Date is subject to change)
    • LAN Dota 2 Masters Cup: 18 May to 22 May  (Date is subject to change)
    • LAN CSGO Masters Grand Final: 6 to 8 OCT  (Date is subject to change)
    • LAN Dota 2 Masters Grand Final: 28 July to 30 July  (Date is subject to change)

    Masters Transfer Windows

    • Transfer Window 1 OUT: 2 Jan to 8 Jan
    • Transfer Window 1 IN: 9 Jan to 18 Jan
    • Transfer Window 2 OUT: 27 March to 2 April
    • Transfer Window 2 IN: 3 April to 9 April
    • Transfer Window 3 Dota 2 OUT: 12 June to 25 June
    • Transfer Window 3 Dota 2 IN: 19 June to 25 June
    • Transfer Window 3 CSGO OUT:  21 August to 27 August
    • Transfer Window 3 CSGO IN: 28 August to 3 September

    Championship Event

    • LAN Championship: 17 to 20 August (Date is subject to change)
    • Online Championship Playoff: 3 July to 16 July

    Online DGL League Calendar

    • Online Leg 1: 23 Jan to 19 Feb
    • Online Leg 2: 6 March to 2 April
    • Online Leg 3: 17 April to 14 May
    • Online Leg 4: 29 May to 25 June

    Online DGL League Transfer Windows:

    • Leg 1 Transfer Window: 6 Feb to 12 Feb
    • Leg 2 Transfer Window: 20 March to 26 March
    • Leg 3 Transfer Window: 1 May to 7 May
    • Leg 4 Transfer Window: 12 June to 18 June

    Telkom DGL Dota 2 Masters Rules and Regulations


    Before reading the rules below please make sure that you understand the following:

    The terms and conditions herein, set out the rules and regulations which shall govern the Telkom Digital Gaming League CS:GO Masters Online League. By entering this competition, all applicants and players accept and agree to abide by these terms and conditions, the Telkom Digital Gaming League Terms and Conditions and the General League Rules.

    All rules found within the Telkom Digital Gaming League Masters Rules and Regulations are inherited by players taking part in the Digital Gaming League Masters event. Failure to abide by the rules set forth in this document may lead to penalties outlined in this document. It should be noted that it is the administration of the Digital Gaming League that has the last word and that decisions not specifically supported, or detailed within this rulebook, or in extreme cases, decision can be made to preserve fair play and sportsmanship.

    Should you find conflicting rules or unclear information, it is your responsibility to contact the DGL for clarification before acting on the rules found within.

    The Head Admins decisions are final and can even overrule the rules stated in all documents if deemed necessary. Head Admins have the authority to give out default losses for single games and matches. Head Admins can also ban a player from the tournament if deemed necessary.

    Telkom Gaming’s terms of use apply at all times. Additionally, the DGL terms and conditions also apply at all times. Ensure you have read the DGL terms and conditions as it holds important information.

    Due to the league taking place over a long period of time, emergency rule changes might take place without any notice. Players are expected to keep up to date with the rule set at all times (It is the responsibility of the captain to make sure his players are up to date with the rules and fully understand them). Rules may be changed at any time without notification to teams and/or players.

    Telkom Gaming’s terms of use, General League Rules and Terms and Conditions apply at all times. Ensure you have read the aforementioned as it holds important information.

    ________________________________________________________

    Table of Contents

    • Section 1 - General

    • 1.1. Rule Changes
    • 1.2. Administrative Team
    • 1.3. Validity of the Rules
    • 1.4. Confidentiality
    • 1.5. Code of Conduct
    • 1.6. Line-ups
    • 1.7. Banned Players
    • 1.8. Time Zone
    • 1.9. Prize Money.
      • 1.9.1. Prize Money Distribution
      • 1.9.2. Prize Deductions Due to Penalty Points
      • 1.9.3. Prize Deductions Due to Forfeits
      • 1.9.4. Withdrawal of Prize Money
      • 1.9.5. Transfer of Prize Money
    • 1.10. Banned Hardware
    • 1.11. Rights
    • 1.12. Transfer Windows
    • 1.13. Penalty Points
      • 1.13.1. Penalty points explained:
      • 1.13.2. Minor Penalty Points
      • 1.13.3. Major Penalty Points
      • 1.13.4. Penalty Points Outside of the Digital Gaming League
      • 1.13.5. Assigned Penalty Points
    • 1.14. Prohibited Substances and handling thereof
      • 1.14.1. Doping
        • 1.14.1.1. Refusing to be tested
        • 1.14.1.2. List of Prohibited Substances and Methods
        • 1.14.1.3. Prescribed medication
        • 1.14.1.4. Categories of Doping
      • 1.14.2. Alcohol or other psychoactive drugs
    • 1.15. VAC, OW and Game Bans
    • 1.16. Agreements outside of the DGL (Additional Agreements)
    • 1.17. Broadcasting/Streams/Streaming/Recordings/Media/Publicity
      • 1.17.1. Rights/Waiving These Rights
      • 1.17.2. Broadcasting/Streams/Streaming
      • 1.17.3. Responsibilities
        • 1.17.3.1. DGL
        • 1.17.3.1. Teams/Players
    • 1.18. Forms of Communication
      • 1.18.1. MGO owners discussions with the DGL administrative staff
      • 1.18.2. Teams and Players discussions with other Teams and Players
      • 1.18.3. Scheduling of Matches
      • 1.18.4. Disputes
    • 1.19. Eligibility for Participation in the League
      • 1.19.1. In order to be eligible to compete in the Digital Gaming League Masters the following conditions must be met:
      • 1.19.2. Nickname Restrictions
      • 1.19.4. In-Game Alias (nicknames) Restrictions
      • 1.19.3. Team name Restrictions
      • 1.19.4. Team Information Changes
    • 1.20. Matches/Match Procedure
      • 1.20.1. General
        • 1.20.1.1. Booking Rules
        • 1.20.1.2. Wild-Card System
        • 1.20.1.3. Punctuality
        • 1.20.1.4. Game Servers
        • 1.20.1.5. Delaying of Matches
        • 1.20.1.6. No Shows
        • 1.20.1.7. Disqualification due to no shows
      • 1.20.2. Match Procedure
        • 1.20.2.1. Step 1 - Discussing server details
        • 1.20.2.2. Step 2 - Be ready!
        • 1.20.2.3. Step 3 - Start promptly 
        • 1.20.2.4. Step 4 - Perform the knife round
        • 1.20.2.5. Step 5 - Play your match to completion
        • 1.20.2.6. Step 6 - Submit results, rosters and media
    • 1.21. Match Media (Demos, Replays and screenshots)
      • 1.21.1. General
      • 1.21.2. Storing of Match Media
    • 1.22. Disputes
      • 1.22.1. Definition
      • 1.22.2. Dispute Rules
        • 1.22.2.1. Official Dispute Channel
        • 1.22.2.2. Dispute Deadlines
        • 1.22.2.3. Contents of a Match Dispute
        • 1.22.2.4. Behaviour in Disputes.
        • 1.22.2.5. Dispute Limit
        • 1.22.2.6. Dispute escalation
    • 1.23. Interviews
    • 1.24. Rankings/Tie Breaking
      • 1.24.1. Rankings
      • 1.24.2. Tie Breaking
    • 1.25. League System
      • 1.25.1. Stages
      • 1.25.2. Legs
      • 1.25.3. Masters Cup Wildcard Qualifier
      • 1.25.4. Masters Cup
      • 1.25.5. Masters Grand Final Wildcard Qualifier
      • 1.25.6. Masters Grand Final
    • 1.26. Side Selection 
    • Section 2 - Game Specific

    • 2.1. Format
    • 2.3. Ingame Nickname
    • 2.4. In-Game item’s nametag
    • 2.5. Time-outs, Connection Issues and Player Changes
      • 2.5.1. Time-outs (Pause Function)
      • 2.5.2. Connection Issues
        • 2.5.2.1. Player Disconnections
        • 2.5.2.2. Server Crashes
      • 2.5.3. Player Changes
    • 2.6. Configuration / Startparameters
    • 2.7. Victory Conditions
    • 2.10. Unfair Advantages
    • 2.12. Custom skins, sprites, crosshairs, etc.
    • 2.14. Forbidden Scripts or Exploits or 3rd Party Apps
    • 2.15. Bugs and Glitches
    • 2.17. New Positions 
    • 2.18. Overtime
    • 2.19. Tactical Pauses
    • 2.20. Creep Blocking

    ________________________________________________________

    Section 1 - General


    1.1. Rule Changes

    • The Tournament Director, under the advisement of the Digital League Gaming admin team, reserves the right to amend, remove, or otherwise change rules within this document without notice.
    • The Tournament Direct also reserves the right to make judgment calls on cases and/or decisions that are not specifically supported, or detailed within this rulebook, or in extreme cases, decision can be made to preserve fair play and sportsmanship.

    1.2. Administrative Team

    • The instructions of administrators should always be obeyed and followed. Failure to do so may result in penalties.
    • The Telkom Digital Gaming League will provide administrators for the Masters event:
      • Robert 'iNFy' Hart – Tournament Director
      • Brendon 'moonCowza' Dell – Junior Tournament Director

    1.3. Validity of the Rules

    • If any part of the Telkom Digital Gaming League Masters CS:GO Rules are deemed to be invalid or impracticable in whole or in part it shall not affect the validity of the rest of the rules document. Rather than the invalid or impracticable being applied an appropriate provision will be applied that is closest to the intent of what would have been the intention of the rules.

    1.4. Confidentiality

    •  All disputes, tickets, discussions and/or other correspondence with the Digital Gaming League admin staff are strictly confidential.
    •  Any publication of the above mentioned is prohibited unless written consent is given to you by the Digital Gaming League Head administration and/or Tournament Director.

    1.5. Code of Conduct

    • All players/managers/teams/admins/staff agree to behave in an appropriate and respectful manner towards other players/managers/teams/admins/staff/spectators/the press/the public.
    • Players/Managers/Teams/Admins/Staff are expected to act professionally and act as role models towards everyone in the Arena.
    • Being role models is the occupational hazard of being a Player or organizer and we should behave accordingly.
    • Harassment of any kind should be reported to the Digital Gaming League immediately. Types of harassment includes but is not limited to the following:
      • offensive statements or actions related to:
        • Gender
        • Gender identity and expression
        • Age
        • Sexual orientation
        • Disability
        • Physical appearance
        • Body size
        • Race
        • Religion
      • Also, considered harassment are things such as:
        • Sexual/pornographic images in public spaces/player or team profiles 
        • Deliberate intimidation
        • Stalking
        • Following
        • Harassing photography or recording
        • Sustained disruption of talks or other events
        • Inappropriate physical contact and unwelcome sexual attention
    • The Code of Conduct applies to all participants, administrative staff, league staff and all persons involved with or present at a stage of the Digital Gaming League.
    • Breaking the Code of Conduct may be punishable, this includes expulsion from the league as well as possible criminal prosecution.

    1.6. Line-ups

    • Teams may only field players who they have signed and have a valid DGL Player contract with the Digital Gaming League (A valid contract is a contract that has been received by the DGL).
    • Teams may not use players or reserves who have not signed the DGL Player contract, unless that player is a valid Sister team member.
    • Players with signed DGL Player contracts may not compete for any other team in the same title on the DGL website or at any other DGL events.
    • Teams may only represent one MGO/Clan/Organization at any given period.

    1.7. Banned Players

    • Any players that have been VAC banned for the Counter Strike game series or banned/suspended by the Digital Gaming League may not take part in the Telkom Digital Gaming League Masters event or any of its qualifying events.

    1.8. Time Zone

    • As the Digital Gaming League is run in South Africa all match times will run according to SAST – South Africa Standard Time.

    1.9. Prize Money

    • All prize money is to be claimed directly after the completion of the Digital Gaming League Masters Events.
    • Prize money will be paid out to the teams manager within 90 workings days given that:
      • Your team manager has submitted the correct payment information
      • Your team manager has submitted this information through the correct channels
    • Prize money will not be paid out if the information requested is deemed incorrect or if you are missing needed information.
    • 1.9.1. Prize Money Distribution
      • Leg 1
        • No prize money
      • Masters Regional 1
        • TBA
      • Leg 2
        • No prize money
      • Masters Grand Finals
        • TBA
    • 1.9.2. Prize Deductions Due to Penalty Points
      • All penalty points that are acquired by Teams or Players during the league season will be tallied. Each penalty point is penalized with a prize money deduction.
      • Prize money deductions are as follows:
        • Every minor penalty point is a 1% deduction of prize money
        • Every major penalty point is a 10% deduction of prize money
      • Deductions are calculated out of the prize money awarded at the Telkom Digital Gaming League Masters Grand Final.
    • 1.9.3. Prize Deductions Due to Forfeits
      • For every forfeit/default lose (this includes double forfeits) a Team is given throughout the DGL season, a R2000 overall prize deduction will occur.
      • The deduction is calculated out of the prize money awarded at the Telkom Digital Gaming League Masters Grand Final.
    • 1.9.4. Withdrawal of Prize Money
      • If any evidence of fraud or foul play has been discovered or if any infringement of the provisions set out in this Rulebook has been discovered, as long as the prize money for any DGL event has not been paid out, the Telkom Digital Gaming League reserves the right to cancel any pending payments.
    • 1.9.5. Transfer of Prize Money
      • Prize money will be paid via a bank transfer.
      • Failing to provide the required information set out by the Digital Gaming league for payments to be completed will result in your payment not being made.
      • Teams who have not attempted to claim their prizes/winnings within one year of the DGL events will have their prizes/winnings forfeited.

    1.10. Banned Hardware

    • No mouse with built in anti-recoil functions will be allowed at the Digital Gaming League Championships (FPS titles). Please ensure your mouse does not have this function.

    1.11. Rights

    • The Telkom Digital Gaming League reserves the right to remove any player or team from the Masters event.
    • In such a case the player and/or team will be disqualified.

    1.12. Transfer Windows

    Players may only be transferred out of a team during an "OUT" period. Players may only be transferred into the team during an "IN" period. 

    • Transfer Window 1 OUT: 2 Jan to 8 Jan
    • Transfer Window 1 IN: 9 Jan to 18 Jan
    • Transfer Window 2 OUT: 27 March to 2 April
    • Transfer Window 2 IN: 3 April to 9 April
    • Transfer Window 3 OUT: 12 June to 18 June
    • Transfer Window 3 IN: 19 June to 25 June

    1.13. Penalty Points

    • 1.13.1. Penalty points explained:
      • There are two forms of Penalty Points: Minor and Major. Penalty points are assigned for rule violations within the Masters League and will be either minor or major penalty points depending on the incident in question. 
    • 1.13.2. Minor Penalty Points
      • Minor Penalty points are given for minor incidents, such as (but not limited to): 
        • Insufficient match statements
        • Failing to upload the required match media. 
        • Failure to accurately provide all required information on a player or team DGL profile or account. 
        • Failure to provide the required match information required by the game rules. 
        • Late for a match or causing any form of delay in the broadcast or match.
        • Breaching the code of conduct
        • Mild Doping
        • Poor behaviour in Match disputes
        • Abusing the in-game chat function. 
        • Playing with the wrong nick name or adding unauthorised text to the nick name. 
        • Unauthorised pausing of a match
      • Each minor penalty point deducts 1% (one percent) of the overall prize money received by the MGO, team or player in the season they are given. 
    • 1.13.3. Major Penalty Points
      • Major Penalty points are given for minor incidents, such as (but not limited to): 
        • Deliberately deceiving admins
        • Failing to show up for matches.
        • Repeated rule breaking
        • Repeated breaching of the code of conduct. 
        • Multiple cases of doping
        • Faking Match Media
        • Playing with a disallowed or unsigned player.
        • Smurfing or Ringing
      • Each major penalty point deducts 10% (ten percent) of the overall prize money received by the MGO, team or player in the season they are given. 
    • 1.13.4. Penalty Points Outside of the Digital Gaming League
      • Penalty points that are obtained by the Teams and Players outside of the DGL will not apply towards the DGL penalty points. The exception is when a Team or Player has been found to be cheating. 
      • Teams can also be punished for incidents such as smurfing and insults that come from outside of the DGL but this is at the discretion of the DGL.
    • 1.13.5. Assigned Penalty Points
      • Minor and Major penalty points are not mutually exclusive and may be given as seen fit by the DGL administration.

    1.14. Prohibited Substances and handling thereof

    • 1.14.1. Doping
      • 1.14.1.1. Refusing to be tested
        • Refusing to be tested is considered doping. Punishments will be the same as for severe cases of substance
          abuse.
      • 1.14.1.2. List of Prohibited Substances and Methods
        • The List of Prohibited Substances and Methods created by the World Anti-Doping Agency (WADA) is valid for the League. The list can be found here: http://list.wada-ama.org/
      • 1.14.1.3. Prescribed medication
        • If Players have an active prescription for a substance on the WADA list, they have to send proof to the League administration before the first day of the League (deadline in local time). They may still be subject to a doping test, but a positive result for the prescribed substance will be disregarded.
      • 1.14.1.4. Categories of Doping
        • Mild cases of doping will be punished with a warning and possibly minor penalty points for the participant.
        • Severe cases (i.e. use of drugs containing performance enhancing substances, like Adderall) will be punished with penalty points, a ban for the Player and (a) default loss(es), as well as possibly disqualification of the Team.
        • Repeated cases of doping by the same Player will be punished harder, up to a lifetime ban for the Player.
        • Repeated cases of doping on the same Team (but by a different Player) will also be punished harder for the Team.
        • Repeated cases of doping by the same Player on the same Team will be punished harder for both the Team and the Player.
        • If a player is found guilty of a severe case of doping only after the last match of the tournament has already been over for at least 24 hours, the player will still get a ban, but the tournament result will remain in place and there are no consequences for the team. Mild cases will not be punished at all, after that time.
    • 1.14.2. Alcohol or other psychoactive drugs
      • To play a match, be it online or offline, under the influence of alcohol or other psychoactive drugs, even if not among the punishable substances, is strictly prohibited, and may lead to severe punishment. Moderate consumption of alcohol outside the active tournament hours for a participant is permitted if not in conflict with local/national law.

    1.15. VAC, OW and Game Bans

    • Digital Gaming League reserves the right to not allow players who have standing VAC, OW and Game Bans from the game publisher to take part in DGL.

    1.16. Agreements outside of the DGL (Additional Agreements)

    • The DGL team highly discourages additional agreements being made between teams. The DGL takes no responsibility for agreements made outside of the DGL rules and regulations, nor does the DGL agree to enforce any such agreements made between Teams or Players. Any such agreements that are contradicting to the DGL League Rulebook are under no circumstances allowed!

    1.17. Broadcasting/Streams/Streaming/Recordings/Media/Publicity

    • 1.17.1. Rights/Waiving These Rights
      • In registering for this tournament, each participant authorises the Organiser and the Promoter to use, publish and display his or her name and likeness and any footage, recordings and/or photographs of him or her recorded or taken during this tournament, or any reproduction or modification thereof, in any manner and medium throughout the world for advertising, trade, promotion, exhibition and any other lawful purpose.
      • The DGL owns all broadcasting rights. This includes but is not limited to:
        • Video streams
        • TV broadcasts
        • GoTV
        • Shout-cast streams
        • Replays
        • Demos
        • Live score bots
      • The DGL has the right to grant a license to broadcast one or multiple matches to an unofficial broadcaster or Team. All arrangements for 3rd party broadcasting must be made with the DGL before the start of a match.
    • 1.17.2. Broadcasting/Streams/Streaming
      • Only DGL official administrators and streamers may join the game as broadcasters or spectators. Streamers may bring a co-caster to cast with them, provided that caster is not explicitly banned from casting DGL matches. Players may not stream a game they themselves are playing in unless priorly organized with the DGL administration.
      •  If an official caster requests a password for a lobby, neither team may refuse to give it to them. Some casts might request an interview with players before or after the game, players are well within their rights to refuse to do an interview if they wish.
    • 1.17.3. Responsibilities
      • 1.17.3.1. DGL
        • DGL will provide a list of preferred in-house broadcasters. Broadcasters on this list will always be given priority over other broadcasters.
        • All broadcasters must abide by our Broadcasting Code of Conduct. (Found in the DGL General League Rules)
      • 1.17.3.1. Teams/Players
        • Teams and Players cannot refuse to have their matches broadcast by official DGL broadcasters, nor do they have a say in what manner the match will be broadcast. Broadcasts can only be rejected by the DGL.
        • In registering for this tournament, Teams and Players agree that they will make sufficient accommodation so that broadcasting/streaming of matches can take place.

    1.18. Forms of Communication

    • 1.18.1. MGO owners discussions with the DGL administrative staff
      • The primary form of communication between the MGO owners and the DGL administrative staff is through email.
        • The DGL administrative staff will use the email addresses that are linked to your DGL profile pages. Due to this it is your responsibility to make sure that your email address information is always up to date on the DGL site. Missing communications between the DGL and yourself due to negligence will not be tolerated.
      • The secondary form of communication between the MGO owners and the DGL administrative staff is through the MGO Skype group. 
        • The MGO Skype group is used for general discussions and must not be confused with the primary form of communication.
    • 1.18.2. Teams and Players discussions with other Teams and Players
      • The primary form of communication between Teams and Players is through the DGL site private message system as all messages are logged and Teams and Players are sent notifications for each message that is sent.
    • 1.18.3. Scheduling of Matches
      • The primary form for the scheduling of matches is done through the official DGL match page. Teams and Players are notified for all actions made on the match page.
    • 1.18.4. Disputes
      • The primary form for handling disputes is the DGL Helpdesk. Disputes must be submitted through ticket form through the DGL Helpdesk. http://gaming.do.co.za/helpdesk/
      • Please read section 1. for more details on how to submit a dispute

    1.19. Eligibility for Participation in the League

    • 1.19.1. In order to be eligible to compete in the Digital Gaming League Masters the following conditions must be met:
      • All players must have a valid DGL account. The below mentioned information must be filled in and completed on your DGL profile page:
        • Name
        • Surname
        • Alias
        • ID Number
        • Email address (This is the email address that the DGL will contact you with, do not use an email address that you do not regularly check to register your profiles)
        • Contact Number
        • Game accounts (This is including but not limited to:)
          • Steam 64 ID
        • Failure to have the above-mentioned information listed on your profile before matches are played will lead to minor penalty points, these penalty points will be handed out at the DGLs discretion.
      • Players must reside within the Republic of South Africa
    • 1.19.2. Nickname Restrictions
      • Players are not allowed to have a sponsors name and/or tag in their nicknames. A sponsors name and/or tag can be shown in the players profile description and/or on the page banner.
      • Players are not allowed to have special characters in their nickname.
      • No vulgar language is allowed to be used as part (or in full) of your nickname.
      • Players are advised to keep their nicknames standard throughout the tournament.
    • 1.19.4. In-Game Alias (nicknames) Restrictions
      • Players are advised to keep their nicknames standard throughout the tournament. 
      • No vulgar language is allowed to be used as part (or in full) of your in-game nickname.
      • Players may hold (1) sponsor name in the in-game nicknames, but no product description is allowed.
        • Players are to either prefix or suffix the sponsor name as such:
        • Example 1: <player nickname>|<sponsor>
        • Example 2: <sponsor>|<player nickname>
        • Only the following characters can be used when prefixing or suffixing a sponsors name
          • -
          • |
          • :
          • _
          • \
          • /
          • (
          • )
    • 1.19.3. Team name Restrictions
      • Teams are not allowed to have a sponsors name and/or tag in the team name. A sponsors name and/or tag can be shown in the teams profile description and/or on the page banner.
      • Teams are not allowed to have special characters in their team name.
      • No vulgar language is allowed to be used as part (or in full) of your team name.
    • 1.19.4. Team Information Changes
      • All changes to team information must first be approved by the DGL before the changes are allowed to take place. These changes include but are not limited to:
        • Adding or removing of Players
        • Changing of Team name
        • Changing of Team logo

    1.20. Matches/Match Procedure

    • 1.20.1. General
      • 1.20.1.1. Booking Rules
        • A calendar for Leg 1 will be released by the DGL and provided to the Masters MGO’s by the 17th of January 2017.
        • All matches will be hard booked and must be played on the fixed date and time provided by the DGL.
        • MGO’s then have until the 19th January 2017 to inform the DGL of any booking issues on the calendar. The DGL then has until the 20th January 2017 to apply the requested changes. The calendar will be finalised on the 21st January 2017.
        • If an MGO has an issue with a date during the leg, that MGO owner must notify the DGL by email no less than seven (7) days prior to the booking date. The date will not be changed if the request is made with less than seven (7) days’ notice.
      • 1.20.1.2. Wild-Card System
        • Each team in the Masters is allowed a single wild-card per leg. This wild-card can be used to postpone a match. The wild-card cannot be used if there is less than 24 hours before the original booking date.
          • Wildcard postponements move the match to the next booking day.  For instance, if the original date is a Sunday, the match is moved to the following Wednesday.
          • Booking days are Wednesday, Thursday and Sunday.
          • Booking times are always 8pm.
          • In the event of a double-booking, the match postponement will be moved to the first booking day that is open.
          • Wildcards must be logged with the League administration by contacting the tournament director.
          • Wildcards must first be accepted by the League administration. Using a wildcard without the acceptance will result in penalties.
      • 1.20.1.3. Punctuality
        • All League matches should start at the times stated on the match pages on the League website. 
        • Teams and Players are expected to act professionally and be on time for their matches.
        • Teams and Players are expected to be on the server and ready to go at the latest 15 minutes before a match is scheduled to start.
      • 1.20.1.4. Game Servers
        • The South African Dota 2 Server must be used.
      • 1.20.1.5. Delaying of Matches
        • Match times are hardbooked and are expected to start at the times given by the League administration unless changes have been logged and accepted by the administrative team.
        • Not starting a match at the hardbooked time will result in three (3) minor penalties.
        • For every five (5) minutes delay to the start of the match will result in three (3) additional penalty points for the Team that is responsible.
        • If a match is delayed for more than 15 minutes the team responsible will be considered a no show and will forfeit the match.
      • 1.20.1.6. No Shows
        • Play must start within 15 minutes of the official scheduled match time. If a Team is not ready to play within the allowed time the offending Team will be considered a no show and will receive a default loss for the match.
        • For each default loss a Team is awarded during the League season they will be fined R1000 which will be deducted from their total earnings for the season.
      • 1.20.1.7. Disqualification due to no shows
        • If a Team receives more than three (3) default losses during one season, the Team will be disqualified from the League for the remainder of the season with all its consequences.
    • 1.20.2. Match Procedure
      • 1.20.2.1. Step 1 - Discussing server details
        • Teams are to use the official match page on the League website to discuss which server will be used for their match.
        • Teams should discuss the use of a backup server on the official match page.
      • 1.20.2.2. Step 2 - Be ready!
        • Teams are to be on the server and ready to play at the latest 15 minutes before the official scheduled time stated on the official match page.
      • 1.20.2.3. Step 3 - Start promptly 
        • Matches are expected to start at the time scheduled on the official match page. Delaying the start time will result in penalties.
      • 1.20.2.4. Step 4 - Perform the knife round
        • Teams must join a server and perform a knife round on the map de_dust2. The winning team of the knife round will have the choice to, depending on the match format, either veto the first map or chose sides on the first map.
        • Read more on the different format veto processes below
      • 1.20.2.5. Step 5 - Play your match to completion
      • 1.20.2.6. Step 6 - Submit results, rosters and media
        • Once your match has been played teams are expected to submit their results, rosters and match media on the respective match page within 24 hours of match being completed.

    1.21. Match Media (Demos, Replays and screenshots)

    • 1.21.1. General
      • Both teams must record every league match. Every player must record a Point Of View demo without fault. To do this, type in console "record <nameofrecording>". 
      • All teams/players are required to take screenshots of half time scores and endgame scores.
      • All teams/players are required to take screenshots of any line-up changes made during a live match for whatever reason.
      • The League reserves the right to use/play/upload all demos that are recorded. 
      • All teams are required to upload the endgame screenshots of every match to their respective match pages within 24 hours of the completion of their matches.
    • 1.21.2. Storing of Match Media
      • All match media (screenshots / demos / replays / etc.) must be stored by the Team for the duration of the season.
      • If a match is disputed teams must be able to provide all relevant match media.

    1.22. Disputes

    • 1.22.1. Definition
      • A dispute occurs when one player/team wishes to lodge a complaint about another player/team's actions. Please make sure that you fully understand the rules regarding an incident before lodging a dispute.
    • 1.22.2. Dispute Rules
      • 1.22.2.1. Official Dispute Channel
        • All disputes must be lodged privately with the League Admin by submitting a ticket. Any player/team who makes a complaint/accusation on a public forum will be penalised.
        • Submit a ticket here - http://gaming.do.co.za/helpdesk/index.php?/Tickets/Submit 
      • 1.22.2.2. Dispute Deadlines
        • Disputes must be lodged no later than 24 hours after the incident has occurred. Only special cases will be excluded from this rule.
        • Digital Gaming will acknowledge receipt of your dispute within 24 hours and will act on it as quickly as possible to resolve the dispute.
      • 1.22.2.3. Contents of a Match Dispute
        • All disputes must contain:
          • Detailed information about why the dispute is being filed, how the dispute came to be and when the issue occurred.
          • All necessary information regarding the dispute (this may include screenshots, video footage, match page URL, etc.).
        • A dispute may be declined if the necessary documentation is not presented. Simply saying "These guys are cheaters" will not be efficient and your dispute will immediately be thrown out.
      • 1.22.2.4. Behaviour in Disputes.
        • Teams/Players are to act professionally when submitting a dispute.
        • Insults and flaming are strictly prohibited in a dispute, and may result in penalty points or the protest being ruled against the insulting party.
      • 1.22.2.5. Dispute Limit
        • During the tournament, each team is allowed a maximum of 2 failed disputes (similar to cricket's referral system).  If both of your disputes are acquitted, you will not be allowed to lodge any further disputes until the next leg.
      • 1.22.2.6. Dispute escalation
        • Teams may escalate disputes to the Tribunal Officer. Note: The Tribunal Officer may, at his own discretion, issue a monetary charge for his time if the team loses the dispute.

    1.23. Interviews

    • For any match that is broadcast Teams will be required to do either pre- or post-match interviews.
    • One player from either team will be required to be on hand for an "over-the-phone" interview.
    • Teams must have on hand contact information for the interviewer to contact them.

    1.24. Rankings/Tie Breaking

    • 1.24.1. Rankings
      • Throughout the season teams will be ranked according to the points they have earned by playing their matches. 
      • A Team will earn:
        • 4 points for a Win
        • 1 point for a Loss
        • 0 points for a Forfeit/Double Forfeit
    • 1.24.2. Tie Breaking
      • If once the season has culminated and there are any ties present, the following will be used to break ties:
        • 1) The Team with the higher win percentage will be given the higher position.
        • 2) The League will look at the tied teams head-to-head result. The Team who had won the head-to-head match will be given the higher position
        • 3) The League will look at your previous seasons finishing position. The Team who had the higher finishing position will be given the higher position.
        • 4) Should the teams still be tied, both names will be placed in a hat and removed by the tournament administrator. The operation will occur in a controlled environment with a witness present.

    1.25. League System

    • 1.25.1. Stages
      • Leg 1 
      • Masters Cup Wildcard Qualifier
      • Masters Cup
      • Leg 2
      • Masters Grand Final Wildcard Qualifier
      • Masters Grand Final
    • 1.25.2. Legs
      • Each Leg consists of ten (10) Teams in one (1) Division. Teams will play each other once per Leg in a round robin format. All matches within the round robin format are played as best-of-three matches according to the hardbooked time schedule. Teams will be given points for their wins/losses, ties are not possible.
    • 1.25.3. Masters Cup Wildcard Qualifier
      • Details about this stage of the League will be announced soon.
    • 1.25.4. Masters Cup
      • Details about this stage of the League will be announced soon.
    • 1.25.5. Masters Grand Final Wildcard Qualifier
      • Details about this stage of the League will be announced soon.
    • 1.25.6. Masters Grand Final
      • Details about this stage of the League will be announced soon.

    1.26. Side Selection

    • 1.26.1 - A coin toss will be held in the match lobby before the match begins.
    • 1.26.2 - To begin the Side Selection process, the team leaders must elect which of them call for the heads or tails side of the coin. If neither clan leader can come to an agreement, the team with the highest seed will be given the choice.
      • 1.26.2.1 - The team with the highest seed would be as follows:
        • 12.2.1.1 - Ladder - The team that has the highest ELO ranking.
        • 12.2.1.2 - Divisions - The team that is ranked higher on the results log. If teams are ranked the same your position from the previous Leg will be used.
    • 1.26.3 - The clan leader who is not calling heads or tails will then toss the coin (using the /flip command in lobby chat) and the winning team of the coin toss will have the choice to pick which side of the map they want to start on (Dire or Radiant) OR to decide which team will be picking first in the banning phase.
    • 1.26.4 - This process will be repeated for subsequent matches.
    • 1.26.5 - If a team wishes to play either Dire or Radiant for both games they must come to a mutual agreement between themselves. This is not obligatory and teams can refuse to do so.

    ________________________________________________________

    Section 2 - Game Specific

    2.1. Format

    • Game mode: 5v5 Captains Mode
      • All matches have to be played with five Players per team (5vs5). If a Team fails to show up with enough Players, the match will count as no-show and will be forfeited.
    • Best of Three (3)
    • Game Type: Tournament
    • Fill empty spots with bots: No
    • Enable Cheats: No
    • Average Match Length Bo3: 2h to 3h

    2.3. Ingame Nickname

    • Please refer to rule "1.19.4. In-Game Alias (nicknames) Restrictions"

    2.4. In-Game item’s nametag

    • Players are not allowed to use nametags on in-game items which violate the Code of Conduct. If a Player uses such a nametag during an official match the Team will receive three (3) minor penalties for each match.

    2.5. Time-outs, Connection Issues and Player Changes

    • 2.5.1. Time-outs (Pause Function)
      • If a Player is faced with a problem that is preventing him/her from continuing to play, he/she is allowed to use the pause function
      • The Player must announce the reason for the pause 5 seconds before he/she pauses the match. If no reason is given, the opposing Team may unpause the game and continue playing. This is to give the opponents warning and time to move units away from battle areas. 
      • The duration of this pause/time-out is five minutes only and allows enough time for the player to rejoin the server. 
      • Teams who fake an emergency in order to obtain a time-out will forfeit the match. 
      • Every pause must be recorded with a screenshot. 
    • 2.5.2. Connection Issues
      • Any team or player who intentionally disconnects from a game before the game is over will forfeit the map currently being played and be penalized accordingly.
      • 2.5.2.1. Player Disconnections
        • It is the team's responsibility to pause should their player disconnect. 
        • If the match has been going for less than 5 minutes and a player disconnects and is unable to rejoin, then the game should be restarted.
        • In the event of a remake, players must play the same heroes, buy the same initial items, pick the same spells, and go to the same lanes as they did in the prior game. Players may change lanes once the creeps in their initial lanes meet. If a team employed a strategy (such as a level 1 Roshan) that is heavily dependent on the surprise factor of the draft in the opening minutes of the game, and a player legitimately dropped during this stage; an admin may allow a re-draft and re-match (of that individual game).
    • 2.5.3. Player Changes
      • Players can be changed out (replaced) at any time but your opponents must be informed in advance.
      • If necessary, the game can be paused (see rule Time-outs (Pause Function))
      • The Team making the change may take no longer than five (5) minutes to complete this action.
      • If the Team cannot replace the player within five (5) minutes after the pause has started, then the Team with the dropped Player may forfeit the match at admins discretion.

    2.7. Victory Conditions

    •  A game is won once An Ancient Fortress is destroyed. 
    • A match is won when a team has won 2 of the 3 maps played.
    • A team forfeits.The majority of a team leaves on purpose.
    • An admin decides the match is over.

    2.10. Unfair Advantages

    • No third party (such as graphic driver) graphic settings may be changed which could give a player an unfair advantage. Settings which influence the transparency of smoke are strictly not allowed.
    • Third-Party software that change your graphics settings beyond their standard capabilities are not allowed. An example of such illegal software is the nVidiaInspector.
    • 3rd-party software (which may/may not be integrated into the game code) which bypasses the natural competitive mechanisms of the game.
    • No binds or macro's which automate any form of gameplay are allowed.
    • Players are allowed to use custom HUDs as long as no information that is included in the default HUD is added or removed.
    • ALL players MUST use default sprites. If a player is found using ANY NON-STANDARD sprite during an official match, it will be considered a violation of the rules and may result in a loss and/or termination from the event.
    • The use of A3D (2.0) or any program, driver or interface that simulates A3D (2.0) is strictly forbidden.
    • It is forbidden to use all kinds of overlays which will show the usage rate of the system in any way in-game (e.g. Nvidia SLI display, Rivatuner Overlay). Overlays which will show only the frames per second (FPS) are not forbidden and can be used.

    2.12. Custom skins, sprites, crosshairs, etc.

    • Players are not allowed to make use of custom skins, sprites, crosshairs, scoreboards, only the official models are allowed. The use of the aforementioned is strictly forbidden.
    • If a Player plays with custom files, then this will be penalized with a default loss.
    • Only Steam skins are allowed to be changed.

    2.14. Forbidden Scripts or Exploits or 3rd Party Apps

    • No scripts of any sort are allowed.
      • The only exception to this rule is buy-scripts, toggle & demo scripts.
    • No bind scripts (bind with more than one function) are allowed.
    • No binds may execute files or configs.
    • The “wait” or “VSTR” commands may not be used at all.
    • No software, hardware or drivers may be used to run a script or automate any function or macro.
    • Here is a short list of scripts that are illegal:
      • Stop shoot scripts [Use or AWP scripts] are allowed
      • Center view scripts
      • Turn scripts [180° or similar]
      • No recoil scripts
      • Burst fire scripts
      • Rate changers (Lag scripts)
      • FPS scripts
      • Anti flash scripts or binding (snd_* bindings)
      • Bunnyhop scripts
      • Stop sound scripts
      • Jumpthrow scripts
    • If Teams are not sure if a script they are using is illegal or not, they should contact the administrative team before it is used in an official match.
    • Players may be penalized for the use of forbidden scripts.
    • Players may be penalized for even having forbidden scripts within their config files regardless of if it is in use or not.
    • Forbidden scripts will be penalized with two (2) minor penalties per value and Player.
      • Per match Teams cannot be given more than six (6) minor penalties.
    • If three or more Players have wrong settings the Team will get a default loss.
    • Admins may under special circumstances decide on a default loss, even if less than three Players have forbidden scripts.

    2.15. Bugs and Glitches

    • The intentional use of any bugs, glitches or errors in the game is strictly forbidden.
    • It is up to the admins discretion whether or not the use of said bugs, glitches or errors had an effect on the match, and whether or not the admin will reward/deduct rounds, or to force a rematch.
    • In extreme cases the penalty for using a bug/glitch/error could results in higher penalties

    2.17. New Positions 

    • If any player or team wants to use a new position which is unknown to anyone else or just known to a small part of the community, it’s strongly recommended to contact tournament officials to check if that position is allowed before using it in any official match. Players and teams have to consider that it takes time to check new positions and therefore they have to contact tournament officials in a reasonable timeframe before an official match.

    2.19. Tactical Pauses

    • Each team is allowed a single (1) 120 second tactical time-out per half. 
    • The tactical time-out must occur while no team vs team combat is occuring.
    • Do not abuse this. You will be given a single warning. Repeat offenders will lose the right to use tactical time-outs. 

    2.20. Creep Blocking

    • Teams may not intentionally block a lane for an extended period of time. (example: Using Chen creeps to clock a lane is forbidden)